Loot

They're silent but deadly...
GM: Pender Lumkiss
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Pender Lumkiss
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Loot

Post by Pender Lumkiss » Wed Jun 28, 2017 8:35 pm

Put any community gear, items, or loot below and I will add it here. If sell anything post here and I will delete it out. I will assume it is in your vehicle.
Libertas Magicum wrote:I'm creating an updated list, adding up everything still unclaimed, up to the latest Pender post. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword

18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.
Claimed:

  • Jude
  • Enchanted Glaive Blade
  • JA-9 laser rifle
  • Vibro-Knife
  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Markus
  • Vehicular mini rail gun
  • Spare Vehicular Rocket
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • CP-30 Laser Pulse Pistol
  • Zieja
  • 16 frag grenades.
  • CV-212 Rifle
  • New Style CS armor
  • Chain Greatsword
  • Bane
  • Iceblast Shotgun
  • 20K in gems
New items from the red vault job:
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Markus Berger
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Re: Loot

Post by Markus Berger » Wed Jun 28, 2017 8:58 pm

From the Bodkill:
7 vibro swords
1 giant chain sword
2 JA-9 laser rifles
1 vehicular mini rail gun
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.
---
From the crazy guy's hut:
20k worth of gems

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection

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Bane
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Re: Loot

Post by Bane » Wed Jun 28, 2017 10:13 pm

Ranged Weapon 1d20 = 16: 16 Any personal ranged weapon
Ranged Weapon 1d20 = 1: 1 with an embedded Vibro-Knife, bayonet style
Close Combat 1d20 = 16: 16 Chain Greatsword
Mystic Items 1d20 = 5: 5 Iceblast Shotgun
Last edited by Bane on Wed Jun 28, 2017 10:22 pm, edited 2 times in total.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes

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Cantrell
Posts: 340
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Re: Loot

Post by Cantrell » Wed Jun 28, 2017 10:15 pm

From Caleb's stash:

We seem mostly set on ranged weapons, so let's go two rolls on CCW, one on Ranged, and the one on Enchanted Items:

CCW 1d20 = 12: 12
CCW 1d20 = 8: 8
Ranged 1d20 = 8: 8
Enchanted Items 1d20 = 14: 14

EDIT: Nevermind, Bane rolled 2 minutes before I did ;)

For the Ranged Weapon of Choice, how about we go with either a Wilk's 457 Pulse Rifle? I think we're pretty well set on heavier options.
Last edited by Cantrell on Wed Jun 28, 2017 10:24 pm, edited 1 time in total.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Cantrell
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Re: Loot

Post by Cantrell » Wed Jun 28, 2017 10:23 pm

Also, we have 1 Sunburst Vehicular Missile for Nadine that we got from Carol.

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Bane
Posts: 273
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Re: Loot

Post by Bane » Wed Jun 28, 2017 10:24 pm

Let's go with the Wilk's because it's going to have a Vibro-Knife bayonet
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes

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Jude Maverick
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Location: Chicago suburbs

Re: Loot

Post by Jude Maverick » Thu Jun 29, 2017 3:46 am

Jude has an enchanted glaive blade. No idea on the stats.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Thu Jun 29, 2017 4:07 am

Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Cantrell
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Re: Loot

Post by Cantrell » Sun Jul 02, 2017 9:26 pm

Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Jude Maverick
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Re: Loot

Post by Jude Maverick » Mon Jul 03, 2017 3:46 am

Pender Lumkiss wrote:Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
Cooool. So Libertas, what does Jude need to trade you to get that put on his rifle? Something juicy about Cantrell? ;)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Freemage
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Re: Loot

Post by Freemage » Mon Jul 03, 2017 3:50 am

Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
I think Markus got one of the other good guns; Max might want an upgrade for when he's out of the box, but really, Cantrell seems a good fit for the Wilk's. (And Max could always opt for a JA-9.)
Jude Maverick wrote:
Pender Lumkiss wrote:Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
Cooool. So Libertas, what does Jude need to trade you to get that put on his rifle? Something juicy about Cantrell? ;)
Nah, I think we can consider it done once we're into actual downtime. But Jude needs to buy first round next time they are both in a bar.

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Jude Maverick
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Re: Loot

Post by Jude Maverick » Mon Jul 03, 2017 4:50 am

Freemage wrote:
Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
I think Markus got one of the other good guns; Max might want an upgrade for when he's out of the box, but really, Cantrell seems a good fit for the Wilk's. (And Max could always opt for a JA-9.)
Jude Maverick wrote:
Pender Lumkiss wrote:Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
Cooool. So Libertas, what does Jude need to trade you to get that put on his rifle? Something juicy about Cantrell? ;)
Nah, I think we can consider it done once we're into actual downtime. But Jude needs to buy first round next time they are both in a bar.
Jude will definitely buy first round, and probably find you a nice girl to talk to, as well LOL
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Maximilian
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Re: Loot

Post by Maximilian » Mon Jul 03, 2017 9:39 am

Freemage wrote:
Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
I think Markus got one of the other good guns; Max might want an upgrade for when he's out of the box, but really, Cantrell seems a good fit for the Wilk's. (And Max could always opt for a JA-9.)
What's this nonsense about Max being out of the box? That ain't happening again!
Cantrell can have first pick since she's squishier than Max and Nadine are. Max is fine with the very last pick. JA-9 would do just fine if nobody else wants/needs it.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Maximilian
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Re: Loot

Post by Maximilian » Mon Jul 03, 2017 9:44 am

I'd like to get a hold of a vibro-sword too, just to have a real melee weapon if we're talking about out of the box. Does Markus' cycle have any open slots to take the vehicular railgun? Is the giant chainsword something Nadine can operate effectively, Pender? I'm not savvy on what options fit power armor vs. robot armor. Obviously, again, if someone else wants something I'm requesting, I'm happy to take a backseat. Nadine is loaded for bear anyway.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Lucretia
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Re: Loot

Post by Lucretia » Mon Jul 03, 2017 9:57 am

Maximilian wrote:Max is fine with the very last pick.
Lucretia doesn't use weapons and doesn't particularly care about money or material things in general... Max might pick last, but I don't think Lucretia's going to pick at all. :lol:

Though if Libertas wants to suggest that he could use some of the gems to improve her armor or create something else useful for her, she's not likely to say no. Of course, any TW crafting/upgrading would likely take too long to happen before the next part of the adventure, but it's something to keep in mind.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Markus Berger
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Re: Loot

Post by Markus Berger » Mon Jul 03, 2017 10:36 am

Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
Go for it!
Markus is more interested in the Railgun for his hover bike, and make good use of his Combat Ace edge.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection

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Cantrell
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Re: Loot

Post by Cantrell » Mon Jul 03, 2017 11:07 am

Okay, consider the Wilk's 457 claimed then. Adding it to my sheet.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Jude Maverick
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Posts: 584
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Loot

Post by Jude Maverick » Mon Jul 03, 2017 11:11 pm

Maximilian wrote:I'd like to get a hold of a vibro-sword too, just to have a real melee weapon if we're talking about out of the box. Does Markus' cycle have any open slots to take the vehicular railgun? Is the giant chainsword something Nadine can operate effectively, Pender? I'm not savvy on what options fit power armor vs. robot armor. Obviously, again, if someone else wants something I'm requesting, I'm happy to take a backseat. Nadine is loaded for bear anyway.
Once Jude gets the glaive put on his his rifle, Max could probably have his vibro-sword.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Maximilian
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Re: Loot

Post by Maximilian » Tue Jul 04, 2017 8:04 am

Jude Maverick wrote:Once Jude gets the glaive put on his his rifle, Max could probably have his vibro-sword.
Nah. Jude can keep his. We've got 7 spares. I imagine unless Lucretia wants two of the new ones we picked up, we should have space for pretty much everyone to snag one.
That in mind, I'll go ahead and add one to my sheet unless there are objections.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Maximilian
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Re: Loot

Post by Maximilian » Tue Jul 04, 2017 8:08 am

Also, if there are absolutely no other takers for a JA-9, I'm willing to accept one.
:lol:
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: Loot

Post by Libertas Magicum » Fri Aug 18, 2017 8:58 am

I'm creating an updated list, adding up everything still unclaimed, up to the latest Pender post. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword

18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.


Claimed:

  • Jude
  • Enchanted Glaive Blade
  • JA-9 laser rifle
  • Vibro-Knife
  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Markus
  • Vehicular mini rail gun
  • Spare Vehicular Rocket
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • CP-30 Laser Pulse Pistol
  • Zieja
  • 16 frag grenades.
  • CV-212 Rifle
  • New Style CS armor
  • Chain Greatsword
  • Bane
  • Iceblast Shotgun
  • 20K in gems
Last edited by Libertas Magicum on Fri Aug 18, 2017 11:55 am, edited 7 times in total.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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Maximilian
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Posts: 567
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Re: Loot

Post by Maximilian » Fri Aug 18, 2017 9:03 am

I shot the sunburst at Jazzel, if I recall.
Edit: Adding another vibrosword to Max's loadout. Ambidextrous.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Zieja
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Location: 13th SET "Quiet Ones" ARES Commando

Re: Loot

Post by Zieja » Fri Aug 18, 2017 9:09 am

You have a left over Great Chainsaw here some place a girl can purchase for a smile?

I can donate grenades for it?

(Its possible you've looted more than the Black Company has lol!)
Alternate Dimension Zieja
Bennies 1Q18: 4
Adventure Cards Seasoned (2 Cards):
1.) Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative (Z)
2.) Deadly Blow - Play after damage is rolled to double the total of a successful melee attack (Z)
Zieja "Z" Kashbrook
Charismatic and Very Attractive +6 CHA, Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d12+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 10 --> in armor 19 (9) Uncanny Reflexes Zieja is −2 to be hit by all attacks.
Available Powers (self or armor or bracelet) Mega: Quickness, Speed (as a free action) Pace = 30, Boost Trait (as a free action), Smite, darksight, farsighted, rapid recharge, Invisibility, Light.



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Libertas Magicum
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Re: Loot

Post by Libertas Magicum » Fri Aug 18, 2017 9:13 am

Okay, I edited the list to reflect both of your comments/requests:
Zieja wrote:You have a left over Great Chainsaw here some place a girl can purchase for a smile?

I can donate grenades for it?

(Its possible you've looted more than the Black Company has lol!)
Maximilian wrote:I shot the sunburst at Jazzel, if I recall.
Edit: Adding another vibrosword to Max's loadout. Ambidextrous.
Bane really needs to channel his inner materialist a bit more--he hasn't claimed anything, yet.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Loot

Post by Bane » Fri Aug 18, 2017 9:45 am

I'll take the gems and Iceblast Shotgun
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes

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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Fri Aug 18, 2017 12:02 pm

Bane wrote:I'll take the gems and Iceblast Shotgun
I got something special in the works for Bane too.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Sun Aug 20, 2017 1:37 pm

Here is the Axe for Maximillian. Special shout out to Libertas/Freemage and RFT for helping me with the design on it.

Kittani Giant Plasma Axe A.K.A "Good Night"
How it got its name, Easter egg for the 13th
A large Brodkill, possibly twice as big as a normal one came into Harry's Emporium in the dimensional market place. The brodkill looks around for a while until his eye settles on a two things. A pair of cheerleader pop-poms and a giant robo sized plasma axe.
Seeing the customer settle on a possible decision Harry a Kittani of exceptional charm and grace bows deeply showing the brodkill a modicum of respect.
Harry vigorously chimes, " Ahh yes Poms and an Axe, a difficult choice, but perhaps there is a way for you to get both... Friend?"
The brodkill looks down at Harry, " I am Neckbone..." Neckbone points to the poms and the axe, " This and that is what I will purchase."
Harry stares up at him perhaps examining his mighty neckbone, " Ahh yes of course you are... Well we can get you the Axe, and bring you the cheerful leaders, I know where they dwell, we can bring them to you for a good night." Neckbone lifts the Axe off its mighty holder with skill and dexterity one might have not thought he possessed.
Neckbone whispers, " Yes I sleep well with Good Night."
The weapon has scratched as if by finger nail into its side, Good Night. It was found next to the body of the now headless Brodkill Neckbone
  • Type of Item: A robot or giant sized Plasma Axe that can also shoot plasma. Like all technological energy powered weapons, it can be plugged into a cyborg, PA, or RA for unlimited shots. Without this source it can still have a limited amount of shots via an e-clip.
  • Melee: STR+ 2d10, MD, parry -1, 2 hands for size 3 or less, Plasma
  • Embedded Plasma Ejector: Range: 6/12/24, Shots: 10, RoF: 3, Damage: 2d6, plasma and heat ( Vigor -2 or suffer a level of fatigue)
    • By using up 2 shots, damage increases to 3d6
    • By using up 4 shots damage increases to 6d6 and can only be fired in a single shot mode.
  • Trait: Fighting or Shooting
  • Trappings: The giant plasma Axe looks like a long pole but when with a curved spout at the end. When the activation switch is flipped a giant fiery plasma axe head forms ready to burn just about anyone to a crisp . The user can flip a selector switch to choose between the Axe mode or a plasma heat bolt mode.
Code

Code: Select all

[b]Kittani Giant Plasma Axe[/b] A.K.A "Good Night"
[ooc= How it got its name, Easter egg for the 13th]A large Brodkill, possibly twice as big as a normal one came into Harry's Emporium in the dimensional market place.  The brodkill looks around for a while until his eye settles on a two things.  A pair of cheerleader pop-poms and a giant robo sized plasma axe.
Seeing the customer settle on a possible decision Harry a Kittani of exceptional charm and grace bows deeply showing the brodkill a modicum of respect. 
Harry vigorously chimes, [b]" Ahh yes Poms and an Axe, a difficult choice, but perhaps there is a way for you to get both...  Friend?"[/b]
The brodkill looks down at Harry, [b]" I am Neckbone..."[/b]  Neckbone points to the poms and the axe, [b]" This and that is what I will purchase."[/b]
Harry stares up at him perhaps examining his mighty neckbone, [b]" Ahh yes of course you are...  Well we can get you the Axe, and bring you the cheerful leaders, I know where they dwell, we can bring them to you for a good night."[/b]  Neckbone lifts the Axe off its mighty holder with skill and dexterity one might have not thought he possessed. 
Neckbone whispers, [b]" Yes I sleep well with Good Night."[/b][/ooc]
The weapon has scratched as if by finger nail into its side, [i]Good Night[/i].  It was found next to the body of the now headless Brodkill Neckbone

[list]
[*][b]Type of Item[/b]: A robot or giant sized Plasma Axe that can also shoot plasma.  Like all technological energy powered weapons, it can be plugged into a cyborg, PA, or RA for unlimited shots.  Without this source it can still have a limited amount of shots via an e-clip.
[*][b]Melee:[/b]  STR+ 2d10, MD, parry -1, 2 hands for size 3 or less, Plasma
[*][b]Embedded Plasma Ejector[/b]: Range: 6/12/24, Shots: 10, RoF: 3, Damage: 2d6, plasma and heat ( Vigor -2 or suffer a level of fatigue)
[list][*]By using up 2 shots, damage increases to 3d6
[*]By using up 4 shots damage increases to 6d6 and can only be fired in a single shot mode.[/list]
[*][b]Trait[/b]: Fighting or Shooting
[*][b]Trappings:[/b] The giant plasma Axe looks like a long pole but when with a curved spout at the end.  When the activation switch is flipped a giant fiery plasma axe head forms ready to burn just about anyone to a crisp . The user can flip a selector switch to choose between the Axe mode or a plasma heat bolt mode.[/list]
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Loot

Post by Markus Berger » Sun Aug 20, 2017 9:52 pm

If no one else want it, Markus can use the vehicular missile. The launcher can be sold, as Markus already has his.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection

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Libertas Magicum
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Re: Loot

Post by Libertas Magicum » Sun Aug 20, 2017 10:21 pm

Since the Ranger is already kitted up nicely, yeah, that makes sense. Edits made to list.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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Markus Berger
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Re: Loot

Post by Markus Berger » Sun Aug 20, 2017 10:26 pm

Thanks

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection

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Jude Maverick
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Re: Loot

Post by Jude Maverick » Tue Aug 22, 2017 7:38 am

Is the JA-9 better than the Wilks Jude has currently? I think the plasma ejectors are too heavy for him, otherwise they're better? Just wondering if I need to upgrade.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Zakkael
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Re: Loot

Post by Zakkael » Tue Aug 22, 2017 8:25 am

JA-9 has better damage, better AP, better capacity, and scopes to offset 2 points of range/darkness penalties. Upgrade.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Jude Maverick
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Re: Loot

Post by Jude Maverick » Tue Aug 22, 2017 10:48 pm

Zakkael wrote:JA-9 has better damage, better AP, better capacity, and scopes to offset 2 points of range/darkness penalties. Upgrade.
Will do!

Do we assume 2 spare clips come with it? Or just the clips we have?

Question: All armor offsets 2 points of light penalties. Does this stack with the scope? So do I offset 4 points of light penalties and 2 points of range?
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Re: Loot

Post by Jude Maverick » Tue Aug 22, 2017 10:59 pm

I will donate Jude's vibrosword and Wilks 447 laser rifle to the pile.

If anyone finds me a vibroknife, I will take that. Gibbs' Rule #9 and all that.

Or should I save those for personal sale when we get to Gloom?
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Freemage
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Re: Loot

Post by Freemage » Tue Aug 22, 2017 11:11 pm

Jude Maverick wrote:
Zakkael wrote:JA-9 has better damage, better AP, better capacity, and scopes to offset 2 points of range/darkness penalties. Upgrade.
Will do!

Do we assume 2 spare clips come with it? Or just the clips we have?

Question: All armor offsets 2 points of light penalties. Does this stack with the scope? So do I offset 4 points of light penalties and 2 points of range?
The scope's modifier is total (not 2 of each). So you could offset up to 4 points of illumination, or 2 points of Range and 2 points of illumination, but if you had 4 points of Range penalty, only the scope would kick in, and you'd still have 2 left. Likewise, if you had 4 points of Illumination penalty, and 4 points of Range (total -8), you'd only offset a total of 4 of those, for a net total of -4.


Clips question will need to be addressed by Pender.

Lib can free up one of the Vibro-Knives for Jude, in exchange for the sword; Jude should probably keep the Wilk's for personal trade.

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Re: Loot

Post by Jude Maverick » Tue Aug 22, 2017 11:20 pm

I feel Jude is getting the short end of the trade here :D But here's a vibrosword for the vibroknife. And I'll sell the Wilks in Gloom then for the creds.

Do the Wilks clips work in the JA? I still had 2 spare clips and most of the one in it yet. I didn't know if clips were interchangeable.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Jude Maverick
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Re: Loot

Post by Jude Maverick » Tue Aug 22, 2017 11:23 pm

Also, would Lib mind if Jude borrowed his toolkit for a bit to rig up a simple homing beacon so the CS can find the graves and bring their people home? Maybe he can salvage something from the CS armor for the rig.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Wed Aug 23, 2017 7:13 am

yeah made 2 clips per weapon recovered.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Cantrell
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Re: Loot

Post by Cantrell » Fri Oct 20, 2017 1:40 pm

Can someone remind me what model and what mods were on the rifle Max looted from the security station before we entered the Red Vault?

Also, Cantrell still has the (unidentified) magical red gauntlet looted from the fire golems.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Fri Oct 20, 2017 9:33 pm

Libertas Magicum wrote:I'm creating an updated list, adding up everything still unclaimed, up to the latest Pender post. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword

18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.
Claimed:

  • Jude
  • Enchanted Glaive Blade
  • JA-9 laser rifle
  • Vibro-Knife
  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Markus
  • Vehicular mini rail gun
  • Spare Vehicular Rocket
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • CP-30 Laser Pulse Pistol
  • Zieja
  • 16 frag grenades.
  • CV-212 Rifle
  • New Style CS armor
  • Chain Greatsword
  • Bane
  • Iceblast Shotgun
  • 20K in gems
New items from the red vault job:
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Zieja
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Re: Loot

Post by Zieja » Fri Oct 20, 2017 10:23 pm

Scope.

No one want? I’ll be your Sniper if you like.
Alternate Dimension Zieja
Bennies 1Q18: 4
Adventure Cards Seasoned (2 Cards):
1.) Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative (Z)
2.) Deadly Blow - Play after damage is rolled to double the total of a successful melee attack (Z)
Zieja "Z" Kashbrook
Charismatic and Very Attractive +6 CHA, Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d12+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 10 --> in armor 19 (9) Uncanny Reflexes Zieja is −2 to be hit by all attacks.
Available Powers (self or armor or bracelet) Mega: Quickness, Speed (as a free action) Pace = 30, Boost Trait (as a free action), Smite, darksight, farsighted, rapid recharge, Invisibility, Light.



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Maximilian
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Re: Loot

Post by Maximilian » Fri Oct 20, 2017 10:34 pm

Zieja wrote:Scope.

No one want? I’ll be your Sniper if you like.
I'm sorry. Were you not already our sniper? I thought that was assumed.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Zieja
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Re: Loot

Post by Zieja » Fri Oct 20, 2017 10:38 pm

8-)

Just being polite. Didn’t want to be presumptuous.
Alternate Dimension Zieja
Bennies 1Q18: 4
Adventure Cards Seasoned (2 Cards):
1.) Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative (Z)
2.) Deadly Blow - Play after damage is rolled to double the total of a successful melee attack (Z)
Zieja "Z" Kashbrook
Charismatic and Very Attractive +6 CHA, Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d12+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 10 --> in armor 19 (9) Uncanny Reflexes Zieja is −2 to be hit by all attacks.
Available Powers (self or armor or bracelet) Mega: Quickness, Speed (as a free action) Pace = 30, Boost Trait (as a free action), Smite, darksight, farsighted, rapid recharge, Invisibility, Light.



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Re: Loot

Post by Maximilian » Fri Oct 20, 2017 10:52 pm

This is the 13th. Presume away. And, for goodness' sake, stop being polite!
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger

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Re: Loot

Post by Freemage » Sat Oct 21, 2017 11:04 am

So, this is the current loot list. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list. Note--I'm so very assuming that Jude gets the Charisma-based Stealth boosting armor. Items in Red still need final stat-blocks:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword
18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs
NG-LG6 rifle w/ grenade launcher with an additional +4 AP to the gun


Claimed:

  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • "Good Night", Kittani Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Shadow Cloaks
  • Communication Band
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • Schellee's Triumph: Acidic Blade, well balanced
  • CP-30 Laser Pulse Pistol
  • Bane
  • Iceblast Shotgun
  • 20K in gems

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Tribe of One
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Re: Loot

Post by Tribe of One » Sat Oct 21, 2017 1:33 pm

Cantrell has the modified T-26.
GM Bennies: 4/8

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Re: Loot

Post by Freemage » Sat Oct 21, 2017 1:42 pm

Tribe of One wrote:Cantrell has the modified T-26.
Correction made.

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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Sat Oct 21, 2017 1:47 pm

Here is the link to the glaive Jude has on his rifle Galant Glaive of Heroism
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Re: Loot

Post by Freemage » Sat Oct 21, 2017 5:16 pm

Pender Lumkiss wrote:Here is the link to the glaive Jude has on his rifle Galant Glaive of Heroism
Added the link in the loot list. Do we have one for the stats on Nadine's Plasma Axe? (Sure, it's Max's, technically, but Nadine's the one swinging it. :P )

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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Sat Oct 21, 2017 6:10 pm

Freemage wrote:
Pender Lumkiss wrote:Here is the link to the glaive Jude has on his rifle Galant Glaive of Heroism
Added the link in the loot list. Do we have one for the stats on Nadine's Plasma Axe? (Sure, it's Max's, technically, but Nadine's the one swinging it. :P )
giant plasm axe
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
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Re: Loot

Post by Pender Lumkiss » Sat Oct 21, 2017 9:37 pm

Pender Lumkiss wrote:Triax R44 Prototype Pistol(Not site approved, only for the 13th)
German engineering at its best. This pistol packs a punch similiar to a railgun in a simgle shot. Some call it the eliminator, others call it the terminator, even some dwarves call it Dwalin's bane. With a well timed shot, you can take off someone's head, or rip their vitals apart pretty much guaranteeing a quick death.
  • Type of Item: A sleek pistol, with an oversized chamber fitted with unique rail gun rounds. Base item is a tx-50 light rail gun, 30/60/120, 2d8+2, 35lbs to 9lbs, d8 str min to no str min, ap 4, rate of fire 1, autofire "kickback". ( 1/2 range for 1/2 weight, rate of fire 1)
  • Augmentations (Minor, Minor, Major):
    • weight reduction x2( 2 minors): German parts, and superior,engineering, have taken a gun far too heavy for a normal person to use have crafted a true thing of beauty- 9lbs, no str min.
    • Deaths Head(1-3 Major): a head or vital shot with this gun in which a shaken or better occurs, requires a vigor roll, and on a failure it deals a mortal blow that will kill in 2d6 rounds(Healing roll minus wound modifiers to stanch the mortal wound), on a success 1 wound and exhaustion, a raise on the vigor roll is just exhaustion. Note this will kill an extra unless they get a raise, but anyone immune to called shots, or has no added effect for head or vital shots is immune.
  • P.P.E.: none, clip of 20 shots
  • Trait: Shooting
  • Complications: Tech difficulties, and Prototype: -4 streetwise to find the right ammo, or -4 repair to convert rail gun ammo for use.
  • Trappings: A sweet looking gun, that kicks just like a rail gun, and meant to end someone.
    IMG_0109.JPG

Code: Select all

[b]Triax R44 Prototype Pistol(Not site approved)[/b]
German engineering at its best.  This pistol packs a punch similiar to a railgun in a simgle shot.  Some call it the eliminator, others call it the terminator, even some dwarves call it Dwalin's bane.  With a well timed shot, you can take off someone's head, or rip their vitals apart pretty much guaranteeing a quick death.
[list]
[*][b]Type of Item[/b]: A sleek pistol, with an oversized chamber fitted with unique rail gun rounds.  Base item is a tx-50 light rail gun, 30/60/120, 2d8+2, 35lbs to 9lbs, d8 str min to no str min, ap 4, rate of fire 1, autofire "kickback". ( 1/2 range for 1/2 weight, rate of fire 1)
[*][b]Augmentations [/b][i](Minor, Minor, Major)[/i]: 
[list][*]weight reduction x2( 2 minors): German parts, and superior,engineering, have taken a gun far too heavy for a normal person to use have crafted a true thing of beauty- 9lbs, no str min.
[*]Deaths Head(1-3 Major): a head or vital shot with this gun in which a shaken or better occurs, requires a vigor roll, and on a failure it deals a mortal blow that will kill in 2d6 rounds(Healing roll minus wound modifiers to stanch the mortal wound), on a success 1 wound and exhaustion, a raise on the vigor roll is just exhaustion.  Note this will kill an extra unless they get a raise, but anyone immune to called shots, or has no added effect for head or vital shots is immune.[/list]
[*][b]P.P.E.[/b]: none, clip of 20 shots 
[*][b]Trait[/b]: Shooting
[*]Complications: Tech difficulties, and Prototype: -4 streetwise to find the right ammo, or -4 repair to convert rail gun ammo for use.
[*][b]Trappings:[/b] A sweet looking gun, that kicks just like a rail gun, and meant to end someone.  [attachment=1]IMG_0109.JPG[/attachment][/list]
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Markus Berger
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Re: Loot

Post by Markus Berger » Mon Oct 23, 2017 4:09 pm

I love the GUN!

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection

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Jude Maverick
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Re: Loot

Post by Jude Maverick » Mon Oct 23, 2017 11:27 pm

For Jude's armor, is it any different than what he's wearing at the moment, besides the power? (And do I need AB to use it?). If you're still building it (for Jude), note that Jude has d4 Strength. The only reason he can wear his current armor is because he got an HJ roll on the Body Armor table reducing the weight requirement.

Also, one item we have not on the list is the Ultima Robot Armor Barbie. What it is/does, we don't know yet. Lib might need to take a look at it.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss » Tue Oct 24, 2017 5:53 am

Jude Maverick wrote:For Jude's armor, is it any different than what he's wearing at the moment, besides the power? (And do I need AB to use it?). If you're still building it (for Jude), note that Jude has d4 Strength. The only reason he can wear his current armor is because he got an HJ roll on the Body Armor table reducing the weight requirement.

Also, one item we have not on the list is the Ultima Robot Armor Barbie. What it is/does, we don't know yet. Lib might need to take a look at it.
Yes the armor is specifically designed for high cha character, no ab needed. It should have no str requirements.

What do you think the ultimax doll does?
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Bane
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Re: Loot

Post by Bane » Tue Oct 24, 2017 10:34 am

Ultimax Voodoo doll!
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes

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Cantrell
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Joined: Thu Mar 02, 2017 10:57 pm

Re: Loot

Post by Cantrell » Tue Oct 24, 2017 10:54 am

Well, first of all, it's not a doll, it's an Action Figure.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Freemage
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Re: Loot

Post by Freemage » Tue Oct 24, 2017 4:16 pm

So, this is the current loot list. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list. Note--I'm so very assuming that Jude gets the Charisma-based Stealth boosting armor. Items in Red still need final stat-blocks:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword
18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs
NG-LG6 rifle w/ grenade launcher with an additional +4 AP to the gun
Ultimax Robot Armor Barbie

Claimed:

  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • "Good Night", Kittani Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Shadow Cloaks
  • Communication Band
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • Schellee's Triumph: Acidic Blade, well balanced
  • CP-30 Laser Pulse Pistol
  • Bane
  • Iceblast Shotgun
  • 20K in gems

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Re: Loot

Post by Maximilian » Wed May 16, 2018 7:16 pm

Respectfully, Max would like to claim the modified NG-LG6 with the extra 4 AP.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger

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Re: Loot

Post by Freemage » Thu May 17, 2018 7:20 pm

So, this is the current loot list. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list.


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword
18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs


Claimed:

  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Red Gauntlet picked up from a fire golem
  • TX-26 P-Beam pistol additional +1 damage and +2 AP to normal stats
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • NG-LG6 rifle w/ grenade launcher with an additional +4 AP to the gun
  • "Good Night", Kittani Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Libertas
  • 2 Shadow Cloaks
  • Communication Band
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Jitters
  • Nada
  • Flint
  • Nothing
  • Zan
  • Naught

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Jude Maverick
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Re: Loot

Post by Jude Maverick » Fri May 18, 2018 3:57 am

Jude also claims the TW Ultimax Robot Armor Barbie. :)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


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